Leo is an extremely aggressive rushdown character whose primary goal is to score a knockdown and change into Brynhildr/backturn stance to apply mixups. From there, he can confirm any mixup or pressure option (usually bt.K, bt.S, or bt.H) into a combo, followed by more backturn pressure and mixups. It's simple, easy, and effective. Getting there, on the other hand, is not easy. Leo has a step dash instead of the standard run, which means his movement on the ground is a bigger commitment than most other characters.
He is also slow, fairly large, and has a short jump, which means he has lots of trouble getting around projectiles and pokes. Leo's primary ground pokes (f.S, 5H) are also slow, and f.S has limited combo potential on normal hit - although both moves do have guard point follow-ups that allow Leo a gimmicky option to challenge whiff punishes and other strikes. His "sonic boom" projectiles ([4]6S/H) can help clear the way in neutral or set up okizeme, but the charge input and total startup mean they are big commitments without a YRC.
Leo's air normals aren't great, with the notable exception of j.K as a jump-in. j.S is a serviceable air-to-air, but air throw is usually his best option if he's forced to jump. If he does get an air combo, he can reliably combo into Siegesparade (j.236H) for a guaranteed knockdown that starts backturn pressure.
In exchange for a lacklustre neutral and air game, Leo has many excellent pressure options: 5K is advancing and plus on block, 2S is a plus on block low, and he can cancel almost any ground button into his first rekka (236S) for a safe frame trap. If his opponent decides to sit still, Leo can gamble by doing his crossup slash (236H) to start backturn pressure early and potentially score a sweet counter hit. 6K, bt.K, and bt.P are all throw invulnerable, ensuring that Leo never needs to fear a reversal throw. Leo also has a meterless reversal that can't be crossed up ([2]8S/H) - like many of his other special moves, he gets backturn pressure if it connects.
Overall, Leo is a character who can struggle a lot in neutral, but whose pressure, looping setplay, and sheer damage output (especially from a counter hit) mean he's never out until he's dead. What else could you want from Mr. Unga Bunga himself?
Leo Whitefang Leo Whitefang struggles in neutral due to poor speed and limited movement, but his setplay, mixups, and damage output mean he can easily steal rounds from a single opening.
- Kingly Offense: High damage and lots of health allow Leo to take a beating and dish one out.
- Two Reversals: Very good defensive options including two meterless reversals which beat crossups.
- Pressure: Beastly up-close pressure game that can increase RISC quickly and mix up even the most defensive opponents.
- No Throws for You: Numerous throw invulnerable moves which make attempting a defensive throw against Brynhildr Stance very risky.
- Rewarding Combo Enders: All BnB combos also knockdown or lead into advantageous Brynhildr Stance, so picking between damage or knockdown is never an issue.
- Frame Advantage: Numerous buttons which are + on block.
- Meter Burn: A reliable instant kill and multiple effective supers.
- Lockout: One of the worst characters in the game for dealing with zoning.
- Vulnerable to Jump-ins: Very poor anti-airs.
- Large Body: Large hurtbox.
- Slow Normals: Long Startup on non-backturn buttons.
- Heavy Jump: A 4f jump startup paired with a very low IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. height can make escaping some pressure difficult
Leo Whitefang | |
---|---|
Defense | |
x1.00 | |
Guts Rating | |
3 | |
Weight | |
[98] Slightly Heavy | |
Stun Resistance | |
70 | |
Prejump | |
4F | |
Backdash | |
16F (1~9F invuln) | |
Wakeup Timing | |
28F (Face Up)/ 26F (Face Down) | |
Unique Movement Options | |
Step Dash during Brynhildr Stance | |
Fastest Attack | |
Reversals | |
Several of Leo's normal and special moves put him into Brynhilder/backturn stance. This stance prevents him from jumping and blocking, but gives him a ludicrous set of pressure and mixup tools, including:
- Extremely fast walk speed
- A crossup dash
- Two throw invulnerable moves
- A fast, plus on block overhead
- An invulnerable counter
- An unblockable
- A 0f projectile super
Normal Moves
5P
- Can cancel into 5P, 2P, or 5K even on whiff from frame 12
- Good for an occasional anti-air
- Good horizontal and vertical range for a jab. Better range and damage than 2P, but slightly slower. Cannot be crouched underneath, but is negative on block, so generally Gatlinging to 5K or c.S is recommended.
- Hit confirming 5P at max range will cause 5K to Whiff.
5K
- 8-12F Foot invincible
- A good medium range poke. Leo lunges forwards with frame advantage on block. Slow for a 5K, but the foot invincibility, range, combo options, and safety of 5K make it a good move to throw out during pressure.
- Should be gatlinged to c.S practically always on hit. If you delay the S input slightly, you can usually combo into c.S instead of f.S, which is better for Leo's combos and offense.
- Because 5K is a bit slow, Leo relies on jabs instead of 5K to beat the opponent's fast moves. The opponent can also throw Leo out of 5K.
c.S
- Mostly combo filler. On ground hit, combos to 5H, 6K, and rekka. On air hit, jump cancel to j.K or j.S for an air combo.
- Frame advantage on block can be used to frame trap or tick throw.
- This move is only 2f slower than Leo's fastest normal and provides large damage on counter-hit, making it a high-reward choice in scramble situations.
f.S
- Leo's primary mid-range poke. Primarily used to transition into pressure on block with gatlings to 6K, 6H, 2D, or 5H.
- Only combos to 2D, 2H, and Leidenschaft Dirigen on normal standing hit without Roman Cancel. On crouching or counter hit, combos to 6K, rekkas, and 5H.
- Has no hurtbox near the tip, making it an excellent max range poke. Much weaker up close because of long 10f startup
- f.S > whiff 2S reduces frame disadvantage to -6 on block.
- Can activate f.S~P guard point from frame 17.
- Also can cancel into 5H (on whiff!) from frame 17. Attempting to whiff punish this move is trickier than most because of Leo's guard point and whiff cancels.
- f.S~P has High/Mid Guard Point 1-37~77F.
- Can cancel into 5H/6H/2H upon Guard Point activation and from 27F onwards on whiff.
- Can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after you let go of the button.
- Guard Point doesn't work against Overdrives and Instant Kills.
- CH state during entire move
5H
- Vacuums.
- Huge range poke that combos into a knockdown. Anti-airs, hits behind him, and leads to huge damage on counter-hit.
- [ ] value is for Leo's back sword.
- Inputting H(or holding) on 24~26F causes transition to Brynhildr stance, transition starts from frame 27.
- Stance transition is 11F long (last 1F can be canceled into any action other than walk).
- Can go into 5H~P from 25F.
- 5H~P has High/Mid Guard Point 1-37~77F.
- Can cancel into 5H/6H/2H upon Guard Point activation and from 27F onwards on whiff.
- Can be held to prolong Guard Point from 47F up to 77F, with 14F of recovery after you let go of the button.
- Guard Point doesn't work against Overdrives and Instant Kills.
5D
- Standard slow overhead Dust attack. Safe on block and has a good amount of range.
- Leo's only overhead outside of stance.
- Useful combo extension tool from RC on grounded opponents.
2P
- Leo's fastest normal. Occasionally used to start chains in blockstrings.
- Can cancel into 5P, 2P, 5K even on whiff from frame 9.
- Useful for tick throws after canceling heavy moves. (ex 6H>RRC>Dash>2P>Microwalk>Throw)
2K
- Leo's fastest low attack. A standard low kick used to start combos from a low attack.
2S
- Leo's best low starter. Leo has significant frame advantage on block and the ability to gatling to 2H for a combo. At close range, you can link a 2P into a confirm as well.
- Fairly poor range. Does actually hit behind Leo.
- Small hurtbox in front of him.
- Low profile can be used to avoid many pokes, like Johnny f.S or Jack-O f.S
2H
- Combo filler, used to combo to rekkas when slightly outside c.S range on standing opponents. Fast enough to combo from 5K, 2K, and 2S.
- Slow startup and high reward anti-air with lots of active frames.
- Low horizontal range makes it very situational for any use during pressure.
- Floats on counter-hit. On ground counter-hit 2H is completely untechable, making it Leo's best meterless starter when counter-hit is guaranteed.
- Can be unsafe on normal hit if not special canceled into flashkick depending on height and matchup.
2D
- 5~19F Foot invincible
- 7-17F Lower Body
- 5~21F Throw invincible
- Slow low attack that has throw and low invincibility throughout its active frames. 2D has decent range and can go underneath moves like Elphelt's 5H, but does not low profile like most sweeps and cannot be buffered into specials.
- Can be used as a surprise low after 5H, 2H, c.S, f.S or 2S to catch someone attempting a defensive throw or jump away. 2D is only slightly unsafe on block unless it's very close, but its frame disadvantage will usually end Leo's offense when blocked.
- At max range from 2S or f.S versus standing opponents, 2D is the best way to end a combo into knockdown since 5H won't combo
- Can be RRC'd for a significant combo on hit.
- In the unlikely event of an air CH, can follow up the combo with dashing 5K.
6P
- Has a hit of armor for non low-hits from frame 5-13.
- Blowbacks on both air and ground hit. Combos to 236H on normal hit, but can whiff on opponents hit too high.
- Useful for tanking through linear ground approaches such as Slayer's Mappa Punch.
- Unlike most 6Ps this move has no upper body invuln. That means that usually it's best to get this move out early to avoid getting hit twice or before the armor begins.
- Lack of gatlings and no jump cancel makes it a risky button on block.
- Unlike similar armor such as Potemkin's Hammerfall, you can not yrc when your armor is triggered. Your opponent still can.
As an armor move, be wary that multihit buttons can usually beat Leo's 6P, alongside fast jump-ins that are capable of hitting the armor and land blocking due to 6P's slow startup.
It is Inadvisable to counterpoke at longer ranges with, as the opponent can special cancel off the hit on armor, pulling back their hurtbox and likely causing 6P to whiff.
However, 6P's active frames appear 2f after hitstop if it armors through a move, allowing it to beat certain multihit normals with extended hurtboxes, though gatlings or special cancels that pull hurtboxes back will still cause it to whiff.
6K
- The throw invincibility and frame advantage makes 6K a strong meaty. 6K is important for Leo's pressure, but is risky to do outside of setups and blockstrings.
- On counter-hit, staggers the opponent. Combos to 5K.
- On crouching opponents, f.S > 6K > 5P allowing Leo to extend combos.
- Often used to hit-confirm off c.S and to pressure off 2S or far S since it leads to a knockdown but isn't risky like 5H.
- Combos to 236S rekka.
- Dashing 6K can be YRC'd to cover significant ground.
6H
- Slow attack with frame advantage afterwards.
- Can be interrupted since it's slow. Because of the vacuum from 5H and Leo's limited options after the opponent blocks a 5H, interrupting a followup 6H is fairly easy because it's telegraphed.
- On grounded hit, 5P and 2P combo. On counter-hit, 5K combos.
- On air hit, ground bounces. Can follow up with 236H or dash 5K for a combo midscreen. Follow up with (hold H) > bt.S > bt.214S in the corner.
- 16~25F foot invincible.
- Inputting H(or holding) on 30~32F causes transition to Brynhildr stance, transition starts from frame 33. Stance transition is 14F long(last 1F can be canceled into any action other than walk). Static difference on stance transition is -3.
j.P
- Downward angled chainable on whiff jumping jab
- Not a great air-to-air because it doesn't hit above Leo.
- j.P chains are burst safe when used properly.
j.K
- Leo's best jumping attack against opponents beneath him. Leo's shallow jump makes his j.K a constant threat at midrange. However, the hurtbox on this move makes it easy to consistently anti-air on reaction for most characters.
- Huge amount of active frames make j.K a very strong jump-in attack. However, it has a significantly long 10 frames startup, so it's best to throw out j.K early and gatling to j.H or j.S.
- Can be double jump cancelled for combos or offense. j.K leads to better damage in combos than j.S generally because j.K is only one hit, while j.S is two hits.
- Has a very small inconsistent crossup hitbox that works best on large characters.
j.S
- Leo's best attack against opponents above him.
- Short range requires precise timing in air to air exchanges.
- Typically, using j.K in combos instead of j.S will lead to more damage because j.K does more damage per hit. However, j.S will combo in situations where j.K won't because j.S is faster. j.S is generally more consistent in juggles than j.K.
j.H
- Leo's farthest reaching horizontal attack. Hits exactly where the animation shows. Can be crouched underneath unless done very close to the ground.
- Combo filler. Normally used to end a combo by cancelling into Siegesparade.
- Hurtbox is smaller than j.K with more horizontal range, making it a better air to air poke.
j.D
- Divekick-style attack. Advantage is higher when j.D hits lower. Can be followed up with grounded combos if landed extremely low to the ground or on counter-hit.
- High untechability allows for additional followups after hitting an airborn opponent. Can also be cancelled into Siegesparade to combo.
- Can be used for limited mobility purposes.
- YRC'ing j.D later into its animation preserves the momentum from j.D. Immediate YRC stalls Leo in the air, effectively causing him to float for a brief moment. You can use these momentum shifts to mess with an opponent's anti-air timing but some anti-airs will still connect anyway.
Universal Mechanics
Ground Throw
- Transitions into Brynhildr stance at the end
- Gives plenty of time to set up offense
- Can combo from RC or high RISC forced counter-hit
Air Throw
- Standard air throw. Requires RRC to combo from.
- Leo's low jump arc and higher jump startup can make landing air throws trickier than other characters or even impossible depending on the situation.
Dead Angle Attack
- 1~15F Full invincible
- 16~19F Throw invincible
- Fairly easy to low profile and relatively slow too. Consider trying to H Eisen RC instead.
Blitz Attack
- Just like everyone else, can be used defensively to interrupt the opponent.
- Can be jump cancelled into from f.S for weird pressure strings.
- Uncharged combos to 6H in corner
- Can be used in combos to steal Burst gauge. Useful points: after Stahwirbel, after H Eisen RC j.D whiff, after bt.D in corner, after 5D6 in corner
Special Moves
Graviert Würde
[4]6S/H
- Frame advantage displayed is assumed to be at point blank range
- Leo's charge projectile. H version disappears if Leo is hit, and both versions can be YRC'd before or after the fireball comes out. If YRC'd after startup, the fireball stays out on screen.
- The S fireball is a fast two hit attack used for harassment and to break through the opponent's fireballs. The YRC point is very early, and Leo can convert a hit from the fireball into 5H using the YRC flash.
- The S fireball does not disappear when Leo is hit, usually saving Leo from a tougher punish. The fireball must still completely come out however.
- The H version is very slow and has very long startup. It can function as an offensive shield for Leo. On YRC, Leo has extreme frame advantage if the opponent blocks the fireball.
Eisen Sturm
[2]8S/H
- Highly unsafe charge reversal. Cannot be PRC'd.
- S version is 1~4F Full invincible. Note that the invincibility runs out right before the move is active, which causes S Eisen Sturm to trade or lose against other attacks. This can be useful to trade with some projectiles, like Zato Mawaru and Elphelt Pineberry!
- S version can be used as an early anti air. If the second hit counter-hits, Leo can dash up 5K for an air combo.
- First hit of S Eisen is a hard knockdown, always.
- H Eisen Sturm is the most invincible meterless reversal in Revelator. The charge input makes it simple to interrupt many strings. H Eisen Sturm is a strong anti-air, but is very unsafe on block.
- All three hits of H Eisen Sturm have high untechability. This guarantees that Eisen Sturm is always safe on hit, regardless of how many hits connect, even as a long combo finisher.
- RC the second hit for a highly damaging combo.
- If the third hit of H Eisen Sturm counter-hits the opponent, the opponent ground bounces, allowing a combo in the corner.
Kaltes Gestöber Erst
236S
- Leo's rekka style attack. On standing opponents, only combos from c.S, 5H, 2H, 6H, and 6K. Safe on block, but negative.
- Follow-up to Kaltes Gestöber Erst. Only combos consistenty on grounded opponents.
- [ ] values are when Leo crosses behind opponent
- Depending on spacing, will usually go behind the opponent. Going behind opponent puts Leo in Brynhildr stance. If Zweit goes behind the opponent, it needs to be blocked as a crossup if Kaltes Gestöber Erst is instant blocked or if Zweit is delayed by Leo.
- If the opponent instant blocks Zweit, it can be unsafe. Also, if the opponent instant blocks Kaltes Gestöber Erst, then a follow-up Zweit can be thrown or Blitz Shielded.
- Followup to Zweit that knocks down on hit. Exits Leo from Brynhildr stance.
- Unsafe on block, but can be slightly safer from farther away because it hits late in the active frames.
- Zweit > Dritt is never a true blockstring on normal block. However, Zweit can be used as a high-risk option to counter-hit predicted attempts to interrupt or punish Zweit.
Kaltes Gestöber Zweit
236H
- Different startup and recovery than the 236S follow-up with the same input.
- [ ] values are when Leo crosses behind opponent. Going behind opponent puts Leo in Brynhildr stance.
- Typically used as a cross up attack and combo tool. Also low profiles some attacks. Can always be thrown as Leo passes through, which makes abusing 236H risky.
- Requires RRC or counter-hit to continue with a combo on grounded opponents.
- Can also be used as a full-screen dashing attack to cover space, but hitting Leo out of Kaltes Gestöber Zweit is very easy, so this move should not be abused.
- Can be used to juggle aerial opponents, and even combo off Leo's backturned super midscreen. However, followups from Kaltes Gestöber Zweit only work if it hits the opponent very low to the ground, which can be difficult to set up. If Leo hits an airborne opponent from behind, bt.S combos.
Siegesparade
j.236H
- Leo's typical juggle ender. Combos from j.K, j.S, and j.H, but only at medium levels of proration.
- On hit, Leo transitions to Brynhildr stance with +3 frame advantage, allowing for further offense. Siegesparade does not knock down, but instead forces the opponent to recover on the ground next to Leo (often referred to as a re-stand).
- If Siegesparade's first hit connects, the next two hits are guaranteed and the opponent will be pulled in towards Leo. The opponent cannot even burst after the first hit connects!
- The third hit of Siegesparade only activates if the second hit connects. If the first hit misses but the second hit connects, Leo will still transition to stance, but the opponent will not be pulled in. If you attempt to cancel a move into Siegesparade and the opponent techs out before it connects, the third hit will still come.
- Can be RC'd into a limited value grounded combo extension.
- Can be used as a crossup or to attack an opponent directly below Leo, although highly unsafe on block or whiff.
- Leo is in a dangerous counterhit state during recovery on block or whiff.
Brynhildr Moves
Brynhildr Stance
[H] or 6[H]
- Static difference on entering stance
- blocked 5H: -3
- blocked 6H: -3
- Throw: +54
- blocked Kaltes Gestöber Erst→Zweit: -3
- blocked Kaltes Gestöber Zweit: +2
- Siegesparade: +2
- blocked Leidenschaft Dirigen: -18
- Cannot block
- Cannot jump, except from bt.P jump cancel
- Jump canceling, RC, or getting hit exits stance
- Normals and movement are changed while in stance
- All specials and overdrives are still available in stance
- Backdash and Frontdash can go through opponent
- Last frame can be canceled into any action except front or back walk
- Backdash has 1~13 Full invincibility. This is enough to evade moves like Volcanic Viper completely.
→bt.P
Stance > P
- 1~10F Low profile
- 1~8F Throw invincible
- Leo's stance anti-air. Low recovery, large hitbox, and small hurtbox make bt.P a strong anti-air.
- Chained from bt.K to increase damage and give time to hit-confirm.
- Jump cancellable on hit or block.
→bt.K
Stance > K
- 1~6F Throw invincible
- Leo's only low attack in Brynhildr stance, and also his fastest normal in stance. Frame advantage and speed make it a very good option while Leo is backturned. Throw invincibility forces the opponent to respect Leo's options up close.
→bt.S
Stance > S
- Combo and footsie tool. Stance mixups typically lead to bt.S > rekkas on hit or block for safety.
- Deceptively decent range. Leo can poke with bt.S and convert into rekkas at midrange.
→bt.H
Stance > H
- Leo's stance overhead. Leads to absurd damage in the corner with Tension. Is *not* throw invincible. Slow startup makes it interruptible.
- Significant frame advantage on hit or block. Links to bt.S > rekkas.
- On normal air hit, plummets the opponent for a knockdown.
- On air CH, ground bounces for a follow-up.
- Often hits on frame 20, not 18, on crouching opponents
→Kahn Schild
Stance > D
- Strike invincible 1-2F. This is actually bad for Leo because attacks with low active frames can whiff and recover in time to punish btD.
- Counters from 3-20F. Is in counterhit state during recovery.
- Counters everything except throws and moves considered 'unblockable'. A list of 'unblockable' attacks:
- Faust Hack n' Slash proximity unblockable
- Elphelt charged Sniper Rifle
- Johnny Mist Finer when Bacchus Sigh debuff is on Leo
- Potemkin Slidehead shockwave
- Slayer Undertow
- Moves that stagger on block (Leo bt214H and Kum Charged Falcon Dive (Reverse)) can be countered by btD even though they are colloquially referred to as 'unblockables'
- If activated within range of the opponent, the counterattack is guaranteed, even if the opponent was attempting to block. For example, if Faust blocks nearby while a bomb explodes during bt.D, Faust gets countered.
- Will catch counter both Blue and Gold Bursts. Because Leo cannot block during Brynhildr stance, bt.D is Leo's best way to punish a baited burst.
- Opponent is rejected for 60F if done from a distance. Leo can combo reject into bt.S or 632146S, depending on range.
- If a projectile hits the shield, Leo will not take damage. If the opponent is in range of the catch counter, they will hit with an unblockable attack - even if they are in the middle of an invincible attack, such as a Burst. There is no escape from btD if Leo reflects a projectile next to the opponent.
- If the projectile can be reflected, the projectile is reflected back at the opponent and can hit the player that threw it. Leo gains NO invincibility and can potentially be punished if the opponent can hit him fast enough. Projectiles that are reflected:
- I-No Chemical Love and Note
- Jack-O jD
- Kum blue and red fireball
- Kum can still control the direction of the fireball with left and right
- Ky S and H Stun Edge
- Leo S and H Graviert Würde
- Leo's original fireball that was reflected by another Leo or Zato can be once again reflected back, allowing Leo matches to descend into 'Leo Ball'
- May Beachball
- May can still jump off a reflected beachball
- Ramlethal Cassius fireball
- Raven needle
- Sol Gunflame
- Venom pool balls (charged and uncharged)
- If the projectile can NOT be reflected, Leo becomes fully invincible through the recovery of btD instead. This allows Leo to 'chain' btDs during multi-hit and become completely invulnerable. However, ultimately there is no risk to the opponent throwing these projectiles if they do not approach Leo or get caught by Leo backturned super. Projectiles that can NOT be reflected:
- ALL supers
- Answer cards
- Axl Rensen
- Baiken Tatami
- Bedman (All projectiles)
- Chipp Gamma Blade
- Dizzy (All projectiles)
- Elphelt (All projectiles)
- Faust (All projectiles)
- Jack-O minion attacks and toss
- Johnny Coin and Zweihander
- Ky jD and Post-Grinder Stun Edge (S and H version)
- May Dolphin Hoop
- Millia disc and pin
- Ramlethal sword attacks
- Raven ball
- Zato (All Eddie attacks)
- If the projectile can be reflected, the projectile is reflected back at the opponent and can hit the player that threw it. Leo gains NO invincibility and can potentially be punished if the opponent can hit him fast enough. Projectiles that are reflected:
- During stance offense, bt.D is typically used to force the opponent to stop hitting buttons and respect Leo's pressure. Bt.D will beat Bursts, Overdrives, invincible uppercuts, and Dead Angles. However, Leo can be thrown or counterhit punished on whiff, making bt.D risky.
- Leads to high meterless damage in the corner. Midscreen, Leo can get a small meterless juggle, or spend Tension to convert. Character-specific followups on medium and light characters are strong.
- Has low recovery for how active it is. Slower attempts to punish with a strike will probably be caught by a follow-up bt.D.
- Can only YRC the first portion of the move, which means the window to catch with btD YRC is fairly small. It's possible to bt.D YRC and get hit during YRC startup.
→Kaltes Gestöber Dritt
Stance > 214S
- Exits Brynhildr stance
- Causes ground tumble on counterhit. This is unique to the stance version only.
- High damage and absurd amount of untechability makes 214S a highly useful combo option in stance.
→Blitzschlag
Stance > 214H
- Staggers/Guard crushes opponents blocking while standing (Max:65F,Lv.1:44F,Lv.2~MAX:32F)
- Upon hit, applies ground bounce effect(lands face down)
- Exits Brynhildr stance
- Can RC on block for a prorated "unblockable" combo starter
- Leo can low profile some attacks while Blitzchlag is active
Overdrives
Stahl Wirbel
Stance > 632146S/D
- Only accessible in Brynhildr stance, this is arguably the best super in the game overall. Extremely fast, good damage, +8 on block, allows a full combo as long as Leo is close enough, and can be powered up even further with Burst to secure a kill. This is one of the sources of Leo's amazing damage in backturned because he can easily confirm Stahwirbel and follow with a full air combo.
- Cannot be blocked after the super flash unless the opponent was already blocking or is farther than 1/3rd of the screen away
- Does have some travel time to cross the screen - it is not instant from full screen. Its hitbox is basically the entire screen, but it is possible to avoid at super jump heights.
- On Counter-Hit, sends the opponent on the longest untechable air launch in the game. The CH state is actually inconvenient for Leo because he can't chase them faster than they fly midscreen, and in corner it takes up valuable combo timer seconds.
- Projectile lasts until it goes out of screen.
Leidenschaft Dirigent
632146H
- 1~14F Full invincible
- Inputting or holding H while landing causes transition to Brynhildr stance (same recovery time).
- This super has very high projectile invincibility, allowing Leo to blow through most anything within 2/5 screen distance. Can be used to escape many otherwise strong oki setups.
- Because of its high projectile invincibility, it's completely burst safe in corner or against grounded opponents. If the opponent bursts the hit before Leidenschaft Dirigen, the first hit of the super will whiff but then they will take the full damage anyway! This makes it great to use when the opponent has burst and Leo just wants to knock them down into the corner. If an airborne opponent bursts midscreen, the opponent will still whiff but Leo will miss after his second hit, which actually can put Leo in a punishable situation.
- It is possible to low profile the first hit of this super with moves like Jack-O 2K or Sol 2D. H Eisen is a better option versus moves like these.
Instant Kill
Windrad des Weltraum
in IK mode: 236236H
- [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
- 9-32F Full invincible [5-27F Full invincible]
- IK Mode Activation: 73T [5+(63)+5]
- Uses the animation of his Kaltes Gestöber Erst.
- In Hellfire, can combo from: bt.D RC, bt.D in corner, CH Stahwirbel in corner, CH 2H, CH bt.214S in corner, & 5D6 in corner. Can be optimal when the opponent could burst a normal combo.
External References